Remedy: We Pushed for Quantum Break on PC; The Delay Came from Microsoft

Alessio Palumbo
Posted Apr 1, 2016
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In an interview published today on MCVUK, Remedy’s Creative Director Sam Lake talked about Quantum Break’s development. For example, he stated that Remedy pushed to get the game on PC as well as Xbox One.

We were pushing for the PC version. Remedy has a strong heritage on PC and have a lot of fans on the PC side. From a developer’s perspective, it’s always good news to make our creations available for a potentially wider audience. That to me was what it was. I’m really happy that there’s a PC version and everyone at Remedy is really happy.

He also commented on the strong negative reaction from some Xbox fans to this news.

It baffled me. But I do kind of understand the reaction, stepping back and thinking about it. People are very passionate have a feeling of ownership on their chosen platform. That passion is very important to us because when people are passionate they are willing to fight and spread the word. I understand and appreciate that. But sometimes it can turn into negativity.

Lake also explained that Quantum Break’s delay into 2016 from the originally planned Holiday 2015 release came from Microsoft.

Funnily enough the delay came from Microsoft’s end. It was looking at its portfolio of upcoming games and were feeling that it would be foolish to have all of these bigger games come out at the same time, essentially fighting among themselves for the audience. So it wanted to stagger them out.

Certainly we were happy to take the extra time and really happy to have that extra time as these are really challenging, complicated projects always. In a big game like this, the polish phase is absolutely essential. We were more than happy to take the extra time. That mainly resulted in much a higher level of polish and iteration and fine-tuning of the experience.

As reported yesterday, Quantum Break’s reviews have been based on the Xbox One version. We should be able to get our hands on the Windows 10 version early next week, to start working on our review; stay tuned.

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